/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad Copyright (C) 2015-2016 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include #include #include // For std::memset #include #include #include "bitcount.h" #include "evaluate.h" #include "material.h" #include "pawns.h" namespace { namespace Trace { enum Term { // The first 8 entries are for PieceType MATERIAL = 8, IMBALANCE, MOBILITY, THREAT, PASSED, SPACE, TOTAL, TERM_NB }; double scores[TERM_NB][COLOR_NB][PHASE_NB]; double to_cp(Value v) { return double(v) / PawnValueEg; } void add(int idx, Color c, Score s) { scores[idx][c][MG] = to_cp(mg_value(s)); scores[idx][c][EG] = to_cp(eg_value(s)); } void add(int idx, Score w, Score b = SCORE_ZERO) { add(idx, WHITE, w); add(idx, BLACK, b); } std::ostream& operator<<(std::ostream& os, Term t) { if (t == MATERIAL || t == IMBALANCE || t == Term(PAWN) || t == TOTAL) os << " --- --- | --- --- | "; else os << std::setw(5) << scores[t][WHITE][MG] << " " << std::setw(5) << scores[t][WHITE][EG] << " | " << std::setw(5) << scores[t][BLACK][MG] << " " << std::setw(5) << scores[t][BLACK][EG] << " | "; os << std::setw(5) << scores[t][WHITE][MG] - scores[t][BLACK][MG] << " " << std::setw(5) << scores[t][WHITE][EG] - scores[t][BLACK][EG] << " \n"; return os; } } using namespace Trace; // Struct EvalInfo contains various information computed and collected // by the evaluation functions. struct EvalInfo { // attackedBy[color][piece type] is a bitboard representing all squares // attacked by a given color and piece type (can be also ALL_PIECES). Bitboard attackedBy[COLOR_NB][PIECE_TYPE_NB]; // kingRing[color] is the zone around the king which is considered // by the king safety evaluation. This consists of the squares directly // adjacent to the king, and the three (or two, for a king on an edge file) // squares two ranks in front of the king. For instance, if black's king // is on g8, kingRing[BLACK] is a bitboard containing the squares f8, h8, // f7, g7, h7, f6, g6 and h6. Bitboard kingRing[COLOR_NB]; // kingAttackersCount[color] is the number of pieces of the given color // which attack a square in the kingRing of the enemy king. int kingAttackersCount[COLOR_NB]; // kingAttackersWeight[color] is the sum of the "weights" of the pieces of the // given color which attack a square in the kingRing of the enemy king. The // weights of the individual piece types are given by the elements in the // KingAttackWeights array. int kingAttackersWeight[COLOR_NB]; // kingAdjacentZoneAttacksCount[color] is the number of attacks by the given // color to squares directly adjacent to the enemy king. Pieces which attack // more than one square are counted multiple times. For instance, if there is // a white knight on g5 and black's king is on g8, this white knight adds 2 // to kingAdjacentZoneAttacksCount[WHITE]. int kingAdjacentZoneAttacksCount[COLOR_NB]; Bitboard pinnedPieces[COLOR_NB]; Material::Entry* me; Pawns::Entry* pi; }; #define V(v) Value(v) #define S(mg, eg) make_score(mg, eg) // MobilityBonus[PieceType][attacked] contains bonuses for middle and end // game, indexed by piece type and number of attacked squares in the MobilityArea. const Score MobilityBonus[][32] = { {}, {}, { S(-75,-76), S(-56,-54), S(- 9,-26), S( -2,-10), S( 6, 5), S( 15, 11), // Knights S( 22, 26), S( 30, 28), S( 36, 29) }, { S(-48,-58), S(-21,-19), S( 16, -2), S( 26, 12), S( 37, 22), S( 51, 42), // Bishops S( 54, 54), S( 63, 58), S( 65, 63), S( 71, 70), S( 79, 74), S( 81, 86), S( 92, 90), S( 97, 94) }, { S(-56,-78), S(-25,-18), S(-11, 26), S( -5, 55), S( -4, 70), S( -1, 81), // Rooks S( 8,109), S( 14,120), S( 21,128), S( 23,143), S( 31,154), S( 32,160), S( 43,165), S( 49,168), S( 59,169) }, { S(-40,-35), S(-25,-12), S( 2, 7), S( 4, 19), S( 14, 37), S( 24, 55), // Queens S( 25, 62), S( 40, 76), S( 43, 79), S( 47, 87), S( 54, 94), S( 56,102), S( 60,111), S( 70,116), S( 72,118), S( 73,122), S( 75,128), S( 77,130), S( 85,133), S( 94,136), S( 99,140), S(108,157), S(112,158), S(113,161), S(118,174), S(119,177), S(123,191), S(128,199) } }; // Outpost[knight/bishop][supported by pawn] contains bonuses for knights and // bishops outposts, bigger if outpost piece is supported by a pawn. const Score Outpost[][2] = { { S(42,11), S(63,17) }, // Knights { S(18, 5), S(27, 8) } // Bishops }; // ReachableOutpost[knight/bishop][supported by pawn] contains bonuses for // knights and bishops which can reach an outpost square in one move, bigger // if outpost square is supported by a pawn. const Score ReachableOutpost[][2] = { { S(21, 5), S(31, 8) }, // Knights { S( 8, 2), S(13, 4) } // Bishops }; // RookOnFile[semiopen/open] contains bonuses for each rook when there is no // friendly pawn on the rook file. const Score RookOnFile[2] = { S(19, 10), S(43, 21) }; // ThreatBySafePawn[PieceType] contains bonuses according to which piece // type is attacked by a pawn which is protected or is not attacked. const Score ThreatBySafePawn[PIECE_TYPE_NB] = { S(0, 0), S(0, 0), S(176, 139), S(131, 127), S(217, 218), S(203, 215) }; // Threat[by minor/by rook][attacked PieceType] contains // bonuses according to which piece type attacks which one. // Attacks on lesser pieces which are pawn-defended are not considered. const Score Threat[][PIECE_TYPE_NB] = { { S(0, 0), S(0, 33), S(45, 43), S(46, 47), S(72,107), S(48,118) }, // by Minor { S(0, 0), S(0, 25), S(40, 62), S(40, 59), S( 0, 34), S(35, 48) } // by Rook }; // ThreatByKing[on one/on many] contains bonuses for King attacks on // pawns or pieces which are not pawn-defended. const Score ThreatByKing[2] = { S(3, 62), S(9, 138) }; // Passed[mg/eg][Rank] contains midgame and endgame bonuses for passed pawns. // We don't use a Score because we process the two components independently. const Value Passed[][RANK_NB] = { { V(5), V( 5), V(31), V(73), V(166), V(252) }, { V(7), V(14), V(38), V(73), V(166), V(252) } }; // PassedFile[File] contains a bonus according to the file of a passed pawn const Score PassedFile[FILE_NB] = { S( 9, 10), S( 2, 10), S( 1, -8), S(-20,-12), S(-20,-12), S( 1, -8), S( 2, 10), S( 9, 10) }; // Assorted bonuses and penalties used by evaluation const Score MinorBehindPawn = S(16, 0); const Score BishopPawns = S( 8, 12); const Score RookOnPawn = S( 7, 27); const Score TrappedRook = S(92, 0); const Score Checked = S(20, 20); const Score ThreatByHangingPawn = S(70, 63); const Score LooseEnemies = S( 0, 25); const Score Hanging = S(48, 28); const Score ThreatByPawnPush = S(31, 19); const Score Unstoppable = S( 0, 20); // Penalty for a bishop on a1/h1 (a8/h8 for black) which is trapped by // a friendly pawn on b2/g2 (b7/g7 for black). This can obviously only // happen in Chess960 games. const Score TrappedBishopA1H1 = S(50, 50); #undef S #undef V // King danger constants and variables. The king danger scores are looked-up // in KingDanger[]. Various little "meta-bonuses" measuring the strength // of the enemy attack are added up into an integer, which is used as an // index to KingDanger[]. Score KingDanger[512]; // KingAttackWeights[PieceType] contains king attack weights by piece type const int KingAttackWeights[PIECE_TYPE_NB] = { 0, 0, 7, 5, 4, 1 }; // Penalties for enemy's safe checks const int QueenContactCheck = 89; const int QueenCheck = 50; const int RookCheck = 45; const int BishopCheck = 6; const int KnightCheck = 14; // eval_init() initializes king and attack bitboards for a given color // adding pawn attacks. To be done at the beginning of the evaluation. template void eval_init(const Position& pos, EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); const Square Down = (Us == WHITE ? DELTA_S : DELTA_N); ei.pinnedPieces[Us] = pos.pinned_pieces(Us); Bitboard b = ei.attackedBy[Them][KING] = pos.attacks_from(pos.square(Them)); ei.attackedBy[Them][ALL_PIECES] |= b; ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us); // Init king safety tables only if we are going to use them if (pos.non_pawn_material(Us) >= QueenValueMg) { ei.kingRing[Them] = b | shift_bb(b); b &= ei.attackedBy[Us][PAWN]; ei.kingAttackersCount[Us] = b ? popcount(b) : 0; ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0; } else ei.kingRing[Them] = ei.kingAttackersCount[Us] = 0; } // evaluate_pieces() assigns bonuses and penalties to the pieces of a given // color and type. template Score evaluate_pieces(const Position& pos, EvalInfo& ei, Score* mobility, const Bitboard* mobilityArea) { Bitboard b, bb; Square s; Score score = SCORE_ZERO; const PieceType NextPt = (Us == WHITE ? Pt : PieceType(Pt + 1)); const Color Them = (Us == WHITE ? BLACK : WHITE); const Bitboard OutpostRanks = (Us == WHITE ? Rank4BB | Rank5BB | Rank6BB : Rank5BB | Rank4BB | Rank3BB); const Square* pl = pos.squares(Us); ei.attackedBy[Us][Pt] = 0; while ((s = *pl++) != SQ_NONE) { // Find attacked squares, including x-ray attacks for bishops and rooks b = Pt == BISHOP ? attacks_bb(s, pos.pieces() ^ pos.pieces(Us, QUEEN)) : Pt == ROOK ? attacks_bb< ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN)) : pos.attacks_from(s); if (ei.pinnedPieces[Us] & s) b &= LineBB[pos.square(Us)][s]; ei.attackedBy[Us][ALL_PIECES] |= ei.attackedBy[Us][Pt] |= b; if (b & ei.kingRing[Them]) { ei.kingAttackersCount[Us]++; ei.kingAttackersWeight[Us] += KingAttackWeights[Pt]; bb = b & ei.attackedBy[Them][KING]; if (bb) ei.kingAdjacentZoneAttacksCount[Us] += popcount(bb); } if (Pt == QUEEN) b &= ~( ei.attackedBy[Them][KNIGHT] | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK]); int mob = popcount(b & mobilityArea[Us]); mobility[Us] += MobilityBonus[Pt][mob]; if (Pt == BISHOP || Pt == KNIGHT) { // Bonus for outpost squares bb = OutpostRanks & ~ei.pi->pawn_attacks_span(Them); if (bb & s) score += Outpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & s)]; else { bb &= b & ~pos.pieces(Us); if (bb) score += ReachableOutpost[Pt == BISHOP][!!(ei.attackedBy[Us][PAWN] & bb)]; } // Bonus when behind a pawn if ( relative_rank(Us, s) < RANK_5 && (pos.pieces(PAWN) & (s + pawn_push(Us)))) score += MinorBehindPawn; // Penalty for pawns on the same color square as the bishop if (Pt == BISHOP) score -= BishopPawns * ei.pi->pawns_on_same_color_squares(Us, s); // An important Chess960 pattern: A cornered bishop blocked by a friendly // pawn diagonally in front of it is a very serious problem, especially // when that pawn is also blocked. if ( Pt == BISHOP && pos.is_chess960() && (s == relative_square(Us, SQ_A1) || s == relative_square(Us, SQ_H1))) { Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W); if (pos.piece_on(s + d) == make_piece(Us, PAWN)) score -= !pos.empty(s + d + pawn_push(Us)) ? TrappedBishopA1H1 * 4 : pos.piece_on(s + d + d) == make_piece(Us, PAWN) ? TrappedBishopA1H1 * 2 : TrappedBishopA1H1; } } if (Pt == ROOK) { // Bonus for aligning with enemy pawns on the same rank/file if (relative_rank(Us, s) >= RANK_5) { Bitboard alignedPawns = pos.pieces(Them, PAWN) & PseudoAttacks[ROOK][s]; if (alignedPawns) score += RookOnPawn * popcount(alignedPawns); } // Bonus when on an open or semi-open file if (ei.pi->semiopen_file(Us, file_of(s))) score += RookOnFile[!!ei.pi->semiopen_file(Them, file_of(s))]; // Penalize when trapped by the king, even more if the king cannot castle else if (mob <= 3) { Square ksq = pos.square(Us); if ( ((file_of(ksq) < FILE_E) == (file_of(s) < file_of(ksq))) && (rank_of(ksq) == rank_of(s) || relative_rank(Us, ksq) == RANK_1) && !ei.pi->semiopen_side(Us, file_of(ksq), file_of(s) < file_of(ksq))) score -= (TrappedRook - make_score(mob * 22, 0)) * (1 + !pos.can_castle(Us)); } } } if (DoTrace) Trace::add(Pt, Us, score); // Recursively call evaluate_pieces() of next piece type until KING is excluded return score - evaluate_pieces(pos, ei, mobility, mobilityArea); } template<> Score evaluate_pieces(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } template<> Score evaluate_pieces< true, WHITE, KING>(const Position&, EvalInfo&, Score*, const Bitboard*) { return SCORE_ZERO; } // evaluate_king() assigns bonuses and penalties to a king of a given color template Score evaluate_king(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard undefended, b, b1, b2, safe; int attackUnits; const Square ksq = pos.square(Us); // King shelter and enemy pawns storm Score score = ei.pi->king_safety(pos, ksq); // Main king safety evaluation if (ei.kingAttackersCount[Them]) { // Find the attacked squares around the king which have no defenders // apart from the king itself. undefended = ei.attackedBy[Them][ALL_PIECES] & ei.attackedBy[Us][KING] & ~( ei.attackedBy[Us][PAWN] | ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP] | ei.attackedBy[Us][ROOK] | ei.attackedBy[Us][QUEEN]); // Initialize the 'attackUnits' variable, which is used later on as an // index into the KingDanger[] array. The initial value is based on the // number and types of the enemy's attacking pieces, the number of // attacked and undefended squares around our king and the quality of // the pawn shelter (current 'score' value). attackUnits = std::min(72, ei.kingAttackersCount[Them] * ei.kingAttackersWeight[Them]) + 9 * ei.kingAdjacentZoneAttacksCount[Them] + 27 * popcount(undefended) + 11 * !!ei.pinnedPieces[Us] - 64 * !pos.count(Them) - mg_value(score) / 8; // Analyse the enemy's safe queen contact checks. Firstly, find the // undefended squares around the king reachable by the enemy queen... b = undefended & ei.attackedBy[Them][QUEEN] & ~pos.pieces(Them); if (b) { // ...and then remove squares not supported by another enemy piece b &= ei.attackedBy[Them][PAWN] | ei.attackedBy[Them][KNIGHT] | ei.attackedBy[Them][BISHOP] | ei.attackedBy[Them][ROOK] | ei.attackedBy[Them][KING]; if (b) attackUnits += QueenContactCheck * popcount(b); } // Analyse the enemy's safe distance checks for sliders and knights safe = ~(ei.attackedBy[Us][ALL_PIECES] | pos.pieces(Them)); b1 = pos.attacks_from(ksq) & safe; b2 = pos.attacks_from(ksq) & safe; // Enemy queen safe checks if ((b1 | b2) & ei.attackedBy[Them][QUEEN]) attackUnits += QueenCheck, score -= Checked; // Enemy rooks safe checks if (b1 & ei.attackedBy[Them][ROOK]) attackUnits += RookCheck, score -= Checked; // Enemy bishops safe checks if (b2 & ei.attackedBy[Them][BISHOP]) attackUnits += BishopCheck, score -= Checked; // Enemy knights safe checks if (pos.attacks_from(ksq) & ei.attackedBy[Them][KNIGHT] & safe) attackUnits += KnightCheck, score -= Checked; // Finally, extract the king danger score from the KingDanger[] // array and subtract the score from the evaluation. score -= KingDanger[std::max(std::min(attackUnits, 399), 0)]; } if (DoTrace) Trace::add(KING, Us, score); return score; } // evaluate_threats() assigns bonuses according to the types of the attacking // and the attacked pieces. template Score evaluate_threats(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); const Square Up = (Us == WHITE ? DELTA_N : DELTA_S); const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE); const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW); const Bitboard TRank2BB = (Us == WHITE ? Rank2BB : Rank7BB); const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); enum { Minor, Rook }; Bitboard b, weak, defended, safeThreats; Score score = SCORE_ZERO; // Small bonus if the opponent has loose pawns or pieces if ( (pos.pieces(Them) ^ pos.pieces(Them, QUEEN, KING)) & ~(ei.attackedBy[Us][ALL_PIECES] | ei.attackedBy[Them][ALL_PIECES])) score += LooseEnemies; // Non-pawn enemies attacked by a pawn weak = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Us][PAWN]; if (weak) { b = pos.pieces(Us, PAWN) & ( ~ei.attackedBy[Them][ALL_PIECES] | ei.attackedBy[Us][ALL_PIECES]); safeThreats = (shift_bb(b) | shift_bb(b)) & weak; if (weak ^ safeThreats) score += ThreatByHangingPawn; while (safeThreats) score += ThreatBySafePawn[type_of(pos.piece_on(pop_lsb(&safeThreats)))]; } // Non-pawn enemies defended by a pawn defended = (pos.pieces(Them) ^ pos.pieces(Them, PAWN)) & ei.attackedBy[Them][PAWN]; // Enemies not defended by a pawn and under our attack weak = pos.pieces(Them) & ~ei.attackedBy[Them][PAWN] & ei.attackedBy[Us][ALL_PIECES]; // Add a bonus according to the kind of attacking pieces if (defended | weak) { b = (defended | weak) & (ei.attackedBy[Us][KNIGHT] | ei.attackedBy[Us][BISHOP]); while (b) score += Threat[Minor][type_of(pos.piece_on(pop_lsb(&b)))]; b = (pos.pieces(Them, QUEEN) | weak) & ei.attackedBy[Us][ROOK]; while (b) score += Threat[Rook ][type_of(pos.piece_on(pop_lsb(&b)))]; b = weak & ~ei.attackedBy[Them][ALL_PIECES]; if (b) score += Hanging * popcount(b); b = weak & ei.attackedBy[Us][KING]; if (b) score += ThreatByKing[more_than_one(b)]; } // Bonus if some pawns can safely push and attack an enemy piece b = pos.pieces(Us, PAWN) & ~TRank7BB; b = shift_bb(b | (shift_bb(b & TRank2BB) & ~pos.pieces())); b &= ~pos.pieces() & ~ei.attackedBy[Them][PAWN] & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); b = (shift_bb(b) | shift_bb(b)) & pos.pieces(Them) & ~ei.attackedBy[Us][PAWN]; if (b) score += ThreatByPawnPush * popcount(b); if (DoTrace) Trace::add(THREAT, Us, score); return score; } // evaluate_passed_pawns() evaluates the passed pawns of the given color template Score evaluate_passed_pawns(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); Bitboard b, squaresToQueen, defendedSquares, unsafeSquares; Score score = SCORE_ZERO; b = ei.pi->passed_pawns(Us); while (b) { Square s = pop_lsb(&b); assert(pos.pawn_passed(Us, s)); int r = relative_rank(Us, s) - RANK_2; int rr = r * (r - 1); Value mbonus = Passed[MG][r], ebonus = Passed[EG][r]; if (rr) { Square blockSq = s + pawn_push(Us); // Adjust bonus based on the king's proximity ebonus += distance(pos.square(Them), blockSq) * 5 * rr - distance(pos.square(Us ), blockSq) * 2 * rr; // If blockSq is not the queening square then consider also a second push if (relative_rank(Us, blockSq) != RANK_8) ebonus -= distance(pos.square(Us), blockSq + pawn_push(Us)) * rr; // If the pawn is free to advance, then increase the bonus if (pos.empty(blockSq)) { // If there is a rook or queen attacking/defending the pawn from behind, // consider all the squaresToQueen. Otherwise consider only the squares // in the pawn's path attacked or occupied by the enemy. defendedSquares = unsafeSquares = squaresToQueen = forward_bb(Us, s); Bitboard bb = forward_bb(Them, s) & pos.pieces(ROOK, QUEEN) & pos.attacks_from(s); if (!(pos.pieces(Us) & bb)) defendedSquares &= ei.attackedBy[Us][ALL_PIECES]; if (!(pos.pieces(Them) & bb)) unsafeSquares &= ei.attackedBy[Them][ALL_PIECES] | pos.pieces(Them); // If there aren't any enemy attacks, assign a big bonus. Otherwise // assign a smaller bonus if the block square isn't attacked. int k = !unsafeSquares ? 18 : !(unsafeSquares & blockSq) ? 8 : 0; // If the path to the queen is fully defended, assign a big bonus. // Otherwise assign a smaller bonus if the block square is defended. if (defendedSquares == squaresToQueen) k += 6; else if (defendedSquares & blockSq) k += 4; mbonus += k * rr, ebonus += k * rr; } else if (pos.pieces(Us) & blockSq) mbonus += rr + r * 2, ebonus += rr + r * 2; } // rr != 0 if (pos.count(Us) < pos.count(Them)) ebonus += ebonus / 4; score += make_score(mbonus, ebonus) + PassedFile[file_of(s)]; } if (DoTrace) Trace::add(PASSED, Us, score); // Add the scores to the middlegame and endgame eval return score; } // evaluate_space() computes the space evaluation for a given side. The // space evaluation is a simple bonus based on the number of safe squares // available for minor pieces on the central four files on ranks 2--4. Safe // squares one, two or three squares behind a friendly pawn are counted // twice. Finally, the space bonus is multiplied by a weight. The aim is to // improve play on game opening. template Score evaluate_space(const Position& pos, const EvalInfo& ei) { const Color Them = (Us == WHITE ? BLACK : WHITE); const Bitboard SpaceMask = Us == WHITE ? (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank2BB | Rank3BB | Rank4BB) : (FileCBB | FileDBB | FileEBB | FileFBB) & (Rank7BB | Rank6BB | Rank5BB); // Find the safe squares for our pieces inside the area defined by // SpaceMask. A square is unsafe if it is attacked by an enemy // pawn, or if it is undefended and attacked by an enemy piece. Bitboard safe = SpaceMask & ~pos.pieces(Us, PAWN) & ~ei.attackedBy[Them][PAWN] & (ei.attackedBy[Us][ALL_PIECES] | ~ei.attackedBy[Them][ALL_PIECES]); // Find all squares which are at most three squares behind some friendly pawn Bitboard behind = pos.pieces(Us, PAWN); behind |= (Us == WHITE ? behind >> 8 : behind << 8); behind |= (Us == WHITE ? behind >> 16 : behind << 16); // Since SpaceMask[Us] is fully on our half of the board... assert(unsigned(safe >> (Us == WHITE ? 32 : 0)) == 0); // ...count safe + (behind & safe) with a single popcount int bonus = popcount((Us == WHITE ? safe << 32 : safe >> 32) | (behind & safe)); int weight = pos.count(Us) + pos.count(Us) + pos.count(Them) + pos.count(Them); return make_score(bonus * weight * weight * 2 / 11, 0); } // evaluate_initiative() computes the initiative correction value for the // position, i.e., second order bonus/malus based on the known attacking/defending // status of the players. Score evaluate_initiative(const Position& pos, int asymmetry, Value eg) { int kingDistance = distance(pos.square(WHITE), pos.square(BLACK)) - distance(pos.square(WHITE), pos.square(BLACK)); int pawns = pos.count(WHITE) + pos.count(BLACK); // Compute the initiative bonus for the attacking side int initiative = 8 * (asymmetry + kingDistance - 15) + 12 * pawns; // Now apply the bonus: note that we find the attacking side by extracting // the sign of the endgame value, and that we carefully cap the bonus so // that the endgame score will never be divided by more than two. int value = ((eg > 0) - (eg < 0)) * std::max(initiative, -abs(eg / 2)); return make_score(0, value); } // evaluate_scale_factor() computes the scale factor for the winning side ScaleFactor evaluate_scale_factor(const Position& pos, const EvalInfo& ei, Value eg) { Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK; ScaleFactor sf = ei.me->scale_factor(pos, strongSide); // If we don't already have an unusual scale factor, check for certain // types of endgames, and use a lower scale for those. if ( ei.me->game_phase() < PHASE_MIDGAME && (sf == SCALE_FACTOR_NORMAL || sf == SCALE_FACTOR_ONEPAWN)) { if (pos.opposite_bishops()) { // Endgame with opposite-colored bishops and no other pieces (ignoring pawns) // is almost a draw, in case of KBP vs KB, it is even more a draw. if ( pos.non_pawn_material(WHITE) == BishopValueMg && pos.non_pawn_material(BLACK) == BishopValueMg) sf = more_than_one(pos.pieces(PAWN)) ? ScaleFactor(31) : ScaleFactor(9); // Endgame with opposite-colored bishops, but also other pieces. Still // a bit drawish, but not as drawish as with only the two bishops. else sf = ScaleFactor(46 * sf / SCALE_FACTOR_NORMAL); } // Endings where weaker side can place his king in front of the opponent's // pawns are drawish. else if ( abs(eg) <= BishopValueEg && ei.pi->pawn_span(strongSide) <= 1 && !pos.pawn_passed(~strongSide, pos.square(~strongSide))) sf = ei.pi->pawn_span(strongSide) ? ScaleFactor(51) : ScaleFactor(37); } return sf; } } // namespace /// evaluate() is the main evaluation function. It returns a static evaluation /// of the position from the point of view of the side to move. template Value Eval::evaluate(const Position& pos) { assert(!pos.checkers()); EvalInfo ei; Score score, mobility[COLOR_NB] = { SCORE_ZERO, SCORE_ZERO }; // Initialize score by reading the incrementally updated scores included in // the position object (material + piece square tables). Score is computed // internally from the white point of view. score = pos.psq_score(); // Probe the material hash table ei.me = Material::probe(pos); score += ei.me->imbalance(); // If we have a specialized evaluation function for the current material // configuration, call it and return. if (ei.me->specialized_eval_exists()) return ei.me->evaluate(pos); // Probe the pawn hash table ei.pi = Pawns::probe(pos); score += ei.pi->pawns_score(); // Initialize attack and king safety bitboards ei.attackedBy[WHITE][ALL_PIECES] = ei.attackedBy[BLACK][ALL_PIECES] = 0; eval_init(pos, ei); eval_init(pos, ei); // Pawns blocked or on ranks 2 and 3 will be excluded from the mobility area Bitboard blockedPawns[] = { pos.pieces(WHITE, PAWN) & (shift_bb(pos.pieces()) | Rank2BB | Rank3BB), pos.pieces(BLACK, PAWN) & (shift_bb(pos.pieces()) | Rank7BB | Rank6BB) }; // Do not include in mobility area squares protected by enemy pawns, or occupied // by our blocked pawns or king. Bitboard mobilityArea[] = { ~(ei.attackedBy[BLACK][PAWN] | blockedPawns[WHITE] | pos.square(WHITE)), ~(ei.attackedBy[WHITE][PAWN] | blockedPawns[BLACK] | pos.square(BLACK)) }; // Evaluate all pieces but king and pawns score += evaluate_pieces(pos, ei, mobility, mobilityArea); score += mobility[WHITE] - mobility[BLACK]; // Evaluate kings after all other pieces because we need full attack // information when computing the king safety evaluation. score += evaluate_king(pos, ei) - evaluate_king(pos, ei); // Evaluate tactical threats, we need full attack information including king score += evaluate_threats(pos, ei) - evaluate_threats(pos, ei); // Evaluate passed pawns, we need full attack information including king score += evaluate_passed_pawns(pos, ei) - evaluate_passed_pawns(pos, ei); // If both sides have only pawns, score for potential unstoppable pawns if (!pos.non_pawn_material(WHITE) && !pos.non_pawn_material(BLACK)) { Bitboard b; if ((b = ei.pi->passed_pawns(WHITE)) != 0) score += Unstoppable * int(relative_rank(WHITE, frontmost_sq(WHITE, b))); if ((b = ei.pi->passed_pawns(BLACK)) != 0) score -= Unstoppable * int(relative_rank(BLACK, frontmost_sq(BLACK, b))); } // Evaluate space for both sides, only during opening if (pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK) >= 12222) score += evaluate_space(pos, ei) - evaluate_space(pos, ei); // Evaluate position potential for the winning side score += evaluate_initiative(pos, ei.pi->pawn_asymmetry(), eg_value(score)); // Evaluate scale factor for the winning side ScaleFactor sf = evaluate_scale_factor(pos, ei, eg_value(score)); // Interpolate between a middlegame and a (scaled by 'sf') endgame score Value v = mg_value(score) * int(ei.me->game_phase()) + eg_value(score) * int(PHASE_MIDGAME - ei.me->game_phase()) * sf / SCALE_FACTOR_NORMAL; v /= int(PHASE_MIDGAME); // In case of tracing add all remaining individual evaluation terms if (DoTrace) { Trace::add(MATERIAL, pos.psq_score()); Trace::add(IMBALANCE, ei.me->imbalance()); Trace::add(PAWN, ei.pi->pawns_score()); Trace::add(MOBILITY, mobility[WHITE], mobility[BLACK]); Trace::add(SPACE, evaluate_space(pos, ei) , evaluate_space(pos, ei)); Trace::add(TOTAL, score); } return (pos.side_to_move() == WHITE ? v : -v) + Eval::Tempo; // Side to move point of view } // Explicit template instantiations template Value Eval::evaluate(const Position&); template Value Eval::evaluate(const Position&); /// trace() is like evaluate(), but instead of returning a value, it returns /// a string (suitable for outputting to stdout) that contains the detailed /// descriptions and values of each evaluation term. Useful for debugging. std::string Eval::trace(const Position& pos) { std::memset(scores, 0, sizeof(scores)); Value v = evaluate(pos); v = pos.side_to_move() == WHITE ? v : -v; // White's point of view std::stringstream ss; ss << std::showpoint << std::noshowpos << std::fixed << std::setprecision(2) << " Eval term | White | Black | Total \n" << " | MG EG | MG EG | MG EG \n" << "----------------+-------------+-------------+-------------\n" << " Material | " << Term(MATERIAL) << " Imbalance | " << Term(IMBALANCE) << " Pawns | " << Term(PAWN) << " Knights | " << Term(KNIGHT) << " Bishop | " << Term(BISHOP) << " Rooks | " << Term(ROOK) << " Queens | " << Term(QUEEN) << " Mobility | " << Term(MOBILITY) << " King safety | " << Term(KING) << " Threats | " << Term(THREAT) << " Passed pawns | " << Term(PASSED) << " Space | " << Term(SPACE) << "----------------+-------------+-------------+-------------\n" << " Total | " << Term(TOTAL); ss << "\nTotal Evaluation: " << to_cp(v) << " (white side)\n"; return ss.str(); } /// init() computes evaluation weights, usually at startup void Eval::init() { const int MaxSlope = 322; const int Peak = 47410; int t = 0; for (int i = 0; i < 400; ++i) { t = std::min(Peak, std::min(i * i - 16, t + MaxSlope)); KingDanger[i] = make_score(t * 268 / 7700, 0); } }